Half-Orc

Bellar's page

6 posts. Alias of WabbitHuntr.


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HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

Bellar stands by in case the heroes call upon him....Most likely taking up the post of town bard collecting tales of RA while waiting


HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

@STR Ranger

flag bearer:

Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

bonuses increases to +2 due to banner ancient king

good hope:

School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3; Subdomain revelry 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets one living creature/level, no two of which may be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good hope counters and dispels crushing despair.

both of these are morale bonuses so they won't stack, however Good Hope gives the morale bonus to more than attack and damage and in a wider area. Just something to think about when choosing to prep the spell


HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

Pending Baldwins final approval of Bellar

I would like to ask the group what teamwork feats you'd like me to share with you when performing

teamwork masterpiece:

Battle Song of the People's Revolt Learned 2 versions of this song with feats Outflank and ?
Source Melee Tactics Toolbox pg. 11
This song for fife and drum is found in many folios filled with music intended to unite the people of Andoran in their secession from Cheliax.

Prerequisite: Perform (percussion) or Perform (wind) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: When you learn this masterpiece, choose a teamwork feat for which you meet the prerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you. Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering Performance, affect this masterpiece.

Use: 1 bardic performance round per round.

Action: 1 standard action.

Special: You can gain this masterpiece multiple times. Each time you take this masterpiece, it grants a different teamwork feat.

Bellar has learned 2 versions of this performance.
I'm thinking Desmond would love Outflank. Not sure what else to choose.
If the group likes to sneak Stealth Synergy would make that somewhat possible, maybe. edit: on second thought Stealth Synergy would eat up a LOT of performance rounds...maybe not a good choice

Keep in mind I'll only be able to have a second performance up while using the Shadowbard or Virtuoso Performance spells. And I'm pretty sure everyone will prefer having the +5Inspire Confidence up and running at all times as the primary performance.

Keep in mind that Bellar has to meet the prereqs for the teamwork feat. So nothing as nice as Coordinated Charge will be available


HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

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HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

hp: 8 + 8 + 14d8 + 48 ⇒ 8 + 8 + (3, 2, 3, 7, 5, 6, 6, 5, 2, 1, 4, 5, 4, 7) + 48 = 124
rerolling 1's: 1d8 ⇒ 2

hp=125

The bulk of the character is done pending Baldwin's approval.

Unfortunately, Bellar is not going to be any good at spellcraft with a 10 int. So that's still going to be up to Kalim. However, Kalim will be boosted by inspire competence and the Gallant Inspiration spell when necessary.

He will be decent at UMD so with some healing scrolls will be able to save Karnog with a timely Breath of Life or Heal as I imagine Duncan will be too busy in combat. Nothing makes for a TPK like the lone cleric going down at the beginning of an encounter.

Knowledge skills are handled

and with a good init everyone can expect combat to start off with the standard Bard buffs
Haste
Inspire Courage +5
Banner/Flagbearer +2


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HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

Incoming ranged Bard here :)

The group needs knowledge skills and that will be my primary focus with my skill ranks.

Are there any other skills the party needs?